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DDAL 08-01

THE MAP WITH NO NAMES


A Waterdeep Adventure
Rumors abound of a map that leads to a treasure of unimaginable value.
When chance drops the map into your hands, you have the chance to become
wealthy beyond your wildest dreams. But you’re not the only ones with that
dream. The chase is on. Part One of the Umbral Aristocracy Trilogy.

A Two-Hour Adventure for Tier 1 Characters.


Optimized For: APL 3

Credits Playtesters: Dan Beam, Kevin Boardman, Charles


Burbridge, Mik Calow, Melanie Chandler, Preston
Lead Designer: Jay H Anderson Chandler, Daniel Chapman, Chad Daniel, Rob Eddins,
Development and Editing: Claire Hoffman, Travis James Endicott, Russell Engel, Justin Faris, Eric
Woodall Farnstrom, Jared Fegan, Adrian Francisco, Derek Gray,
D&D Adventurers League Guildmaster: Christopher Ashton Hardeman, Ian Hawthorne, Justin Hicks, Kerry
Lindsay Kaszak, Chris Klann, Atis Kleinbergs, Chase Louviere,
Art Director and Graphic Designer: Rich Lescouflair Ginny Loveday, Paul Lovely, Bert Manchik, Matthew
D&D Adventurers League Wizards Team: Adam Lee, Maranda, Joel Marsh, Genesis Martínez, Chris McDaniel,
Chris Lindsay, Mike Mearls, Matt Sernett Chris McGovern, Jim McKay, Shawn Merwin, Jawsh
D&D Adventurers League Administrators: Bill Benham, Murdock, Kevin Neff, Livvy Oldright, Daniel Oliveira,
Timothy Roberts, Sam Robertson, Arthur Saucier, William
Alan Patrick, Travis Woodall, Lysa Chen, Claire
Saucier, James Schweiss, Dan Taylor, Jia Jian Tin, Marcello
Hoffman, Greg Marks
Velazquez, Christine Weidenbach, David Williamson

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

1
Adventure Primer If you’re planning to play the entire adventure at once,
you only need to introduce the Call to Action once.
However, if you plan to play them over several sessions,
“Sometimes it’s the journey that teaches you a lot about you’ll want to revisit the Call to Action each time you play.
your destination” • Episode 1: You Dropped This. The adventurers are
—Drake asked to follow a left behind treasure map. This is the
Call to Action.
Background • Episode 2: Follow the Clues. The adventurers follow

R
the map, go to various locations around Waterdeep and
umors of a map leading to a massive find more clues at each stop. This is Story Objective A.
treasure are running rampant in the streets of • Episode 3. A Crypt Portrait. At the map’s penultimate
Waterdeep. Everyone seems to be gossiping location, a lycanthrope protects the clue to the map’s
about the map and what glorious treasure it final location. This is Story Objective B.
might lead to. Among the many adventurers
in Waterdeep, such wealth is a coveted Bonus Objectives
dream—leading several groups of them to search the city However, this adventure also includes two, 1-hour
for the fabled map. bonus objectives that the characters can pursue if
However, the drow mercenary group Bregan D’aerthe they have additional time to do so—earning additional
want to find it first. To thin the competition, Bregan advancement and treasure checkpoints in the process.
D’aerthe created several FALSE TREASURE MAPS, These bonus objectives are found in this adventure’s
each unique, planting them in places where adventurers appendices, as follows:
will no doubt find them. Rather than waste opportunity, • Bonus Objective A: A Wedding Ring. A smuggler
all of these false maps ultimately lead to one of their pleads with the adventurers to retrieve his wedding ring
rivals, the masked lord ARTOR MORLIN, aka the Baron from a crime boss’s secret lair. This bonus objective is
of Blood. No matter if Artor or the adventurers are killed, found in Appendix 5.
Bregan D’aerthe wins.
• Bonus Objective B: Map Heist. A pickpocket asks
The map found in this adventure was dropped during
the adventurers to rescue her and her boyfriend from
a bar fight on the floor of GREEN’S REST, waiting for
someone who wants to take the map. This bonus
adventurers to find and follow it to several locations used
objective is found in Appendix 6.
by minions of Artor Morlin before culminating in the
CITY OF THE DEAD.
Episode Sequence
Episodes Depending on your time constraints, and play style and
environment, this adventure will take approximately two
The adventure’s story is spread over three episodes and
to four hours to play.
takes approximately two hours to play. The adventure
begins with a Call to Action scene. How Will You Play?
The duration of your session depends on how much of
this adventure you utilize. At the very least, your session
will last approximately 2 hours. However, if you wish,
you can provide a longer experience for your players by
pursuing the bonus objectives.
Story Objectives Only. To complete the both of the
adventure’s story objectives, the characters play in
Episodes 1 through 3 in order.
Bonus Objectives. You can extend this adventure by
one or two hours by utilizing the bonus objectives. Bonus
Objective A extends the Trollskull Alley scene in Episode
2. Bonus Objective B branches off from Episode 2 when
the adventurers are traveling between locations or are
about to enter Episode 3.

Not for resale. Permission granted to print or photocopy this document for personal use only.
2
DDAL08-01 The Map With No Names (v1.1)
Adventure Flowchart

You Dropped This


(Call to Action)

A 2 B

A Wedding Ring Follow the Clues Map Heist


(Bonus Objective A) (Story Objective A) (Bonus Objective A)

A Crypt Portrait
(Story Objective B)

Not for resale. Permission granted to print or photocopy this document for personal use only.
3
DDAL08-01 The Map With No Names (v1.1)
Episode 1: You Dropped This
Estimated Duration: 15 minutes The dining room has a bar and several tables, enough
to comfortably hold up to 30. The morning meal here is
An Adventure Unfolds a pleasant combination of bread and honey mixed with
cinnamon.
In this section, the adventurers receive a treasure Lighting. Between the outside light through the open
map from Duric of Green’s Rest. Duric encourages windows or the green driftglobe over the bar, the dining
the adventurers to follow it, as it may make for an room is brightly lit. These may be used to reveal title mark
entertaining tale later. glyphs’ nature (see sidebar) such as the one on the map
This adventure begins with at least one of the given to the adventurers.
adventurers already in Waterdeep since the previous
night. Rumors abound, and all of the adventurers have
heard one. Create and give rumors to the adventurers
Creatures/NPCs
using the contents of this adventure, such as the bar Duric Green is a co-owner of Green’s Rest along with his
brawl, or other Season 8 material. Most of the rumors husband Zelphin (Zel for short). A handful of commoners
should be about the treasure maps found around town are here eating breakfast.
and the glorious treasures they could lead to. Objectives/Goals. Duric and Zel are busy serving
In the morning, they arrive for a meal at the dining breakfast this morning. Duric is pestering Zel to ask
room of Green’s Rest, known for their delicious cinnamon the characters if the map belongs to them. Soon, Duric
honey. They may have stayed overnight at the inn or himself approaches the characters to find out.
chose to eat here (the locals speak highly of the place). What do They Know? Last night, cleaning up after a
bar brawl, Zel found a treasure map with no names or
Area Information recognizable marks but possessive of a curious glow.
Green’s Rest had no other overnight customers last
The area has the following features: night, so Duric believes that it belongs to one of the
Dimensions & Terrain. Green’s Rest is a well-kept inn/ adventurers—otherwise he doesn’t have the slightest clue
tavern with just enough frills and rough edges to make as to whom it may belong.
most feel comfortable.

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4
DDAL08-01 The Map With No Names (v1.1)
Call to Action • The clue for the first location has a troll’s skull
depicted, leading the characters to Trollskull Alley in the
The map clearly doesn’t belong to the adventurers, but Northern Ward within which lies the house shown on
finding the actual owners is impossible—Green’s Rest was the map.
simply too busy last night. Plus, with all of the rumors • The clue for the second location refers to the first floor
about treasure in town, most folks would claim the map of the Hawk Man, one of the giant walking statues of
just to get a piece. As far as Duric is concerned, the map Waterdeep. The interior has been hollowed out to form
belongs to the adventurers now. a multi-floored tower.
Duric suggests they see where the map leads, offering
• The clue for the third location tells them to go below
them a free meal and drinks at the inn if they come back
Three Daggers Alley—a place infamous for spectral
with an entertaining story (and a cut of whatever treasure
daggers that attack passersby.
they happen to find—you know, a “finder’s fee!”).
• The fourth location is in the Southern Ward, at the
Crimson Brush. There’s no clue for its precise location
Title Mark Glyphs on the map. Instead, the adventurers are led here from
To make the maps seem hard to follow, Bregan D’aerthe clues found at the first 3 locations.
left these glyphs at specific locations to guide the • A clue found at the Crimson Brush leads the characters
adventurers along the false path they laid. Also, the map to the fifth location (with the marked X), a specific
the adventurers receive has the glyph at the top, where mausoleum the City of the Dead.
a map title would be. Consider adding more of these
glyphs to a scene to assist with the adventure’s pacing
and to keep the action moving.
Players Drive the Action
The glyphs are difficult to see, requiring a successful The map is presented with a linear path, but the players
DC 15 Intelligence (Investigation) check to discern in don’t need to heed that. They can travel to any of the first
mundane light, but they glow a pale gold when exposed three locations in whatever order they wish. In fact, they
to magical light (such as the driftglobes that illuminate start out closer to the Dock Ward than the other Wards.
Green’s Rest). This is how Zel noticed the mark on the Each location allows for multiple types of approaches to
map given to the characters. allow the adventurers to reach their goal.
A character with a successful DC 10 Intelligence If it enhances the session, swap around the items
(Arcana) check recognizes that magical light causes the that are listed for each location. Given some of the foes
glyph’s glow. resistance or immunity to silver, you can opt to have
the silver daggers normally found in Trollskull Alley to
instead appear at one of the other locations.
In addition, the players needn’t visit all of the first
The Map three locations to find where the fourth is. If they
See Appendix 7 for the map. The treasure map is blank discover it through clever thinking and deduction
except for a dotted path connecting five circled spots. The without all of the clues, encourage them to press
first three spots each has a clue written beside it and a onward; the focus is to find where the map leads, not to
large X marks the last. The title mark glyph is at the top, tour Waterdeep.
and glowing while exposed to magical light like from the
driftglobe in Green’s Rest.
The adventurers can ask the Waterdhavians for help
in finding these locations, similar to a foreigner asking a
local for directions. Additionally, characters from
Waterdeep each recognize one of the first
three locations from the clues. In time, the
characters discover the following during
the adventure:
• If laid atop a map of Waterdeep,
the treasure map provides a
general idea of each location—
particularly the ward they’re
located in.
• The nature of the title mark
glyph (see Title Mark
Glyphs sidebar).
• Each circled spot maps
to an area several blocks
wide. The clues lead
to somewhere within
the circled areas, but
never at the center of
it (or at the center of
the X mark of the last
location).

Not for resale. Permission granted to print or photocopy this document for personal use only.
5
DDAL08-01 The Map With No Names (v1.1)
Episode 2: Follow the Clues
Estimated Duration: 60 minutes Clue Location Scenes

Waterdeep, The City of Scene


A
Encounter
Trollskull Alley
Ward
North
Splendors B Soaring Delights Castle
In this section, the adventurers follow clues for the first C Three Daggers Alley Dock
three locations marked on their map, to find clues to lead
BONUS OBJECTIVE A: This bonus objective
them to the fourth location.
(Appendix 5) extends the scene at Trollskull Alley.
BONUS OBJECTIVE B: This bonus objective
Prerequisites (Appendix 6) occurs as the adventurers travel between
The characters begin this episode after receiving the map locations.
during the Call to Action.
Area Information
Story Objective A The area has the following features:
Discovering the location of the fourth circled spot on their Dimensions & Terrain. Waterdeep is the largest city
treasure map is Story Objective A. on the Sword Coast, made up of multiple wards each
On the map, the first three clues lead to locations easily the size of a large town. The populace is a diverse
somewhere in Waterdeep. At each of those, the mixing of races and cultures, though primarily human.
adventurers search around and find a hidden cache of Many conveniences exist in Waterdeep that are seldom
items, including a clue to the location of the map’s fourth seen elsewhere, from paved streets with street signs to an
circled spot. A title mark glyph is found at each of these extensive sewer and plumbing system.
locations, leading them to their clue. Lighting. Unless otherwise stated, Waterdeep is brightly
lit either from the sunlight or from the lit lamps that line
most streets.

Not for resale. Permission granted to print or photocopy this document for personal use only.
6
DDAL08-01 The Map With No Names (v1.1)
Crime and Punishment Objectives/Goals. Pavel is here to send anyone away,
unless they’ve got a key to the house, and to keep the
At this time, provide the Code Legal to the players (See activities downstairs secret. He nervously answers the
Appendix 8). This document is well known by all who door if anyone knocks, telling them “no more, uh, um,
visit Waterdeep. If the adventurers are about to commit v-visitors.” The smugglers lounge around between jobs—
a crime, warn them of the potential consequences if they gambling with stolen coins and goods. They’re scared
are caught. Of note, regardless of the reason, murder of a of the City Watch and assume the City Watch sent the
Waterdeep citizen carries a strong penalty. characters, comically running to escape when discovered.
If the City Watch is summoned, a patrol of eight What Do They Know? Pavel only recently joined the
guards arrives in minutes, detaining everyone involved crew and guards them on orders. He doesn’t know the
to question them. They return any stolen goods to smugglers. One of the smugglers has seen a symbol
their rightful owners and exonerate those deemed to briefly glowing on a basement wall (a title mark glyph)
have acted on behalf of the public good. They arrest as when no one else noticed.
necessary, taking them to a jail in the Castle Ward, until BONUS OBJECTIVE A: If pursuing this bonus
an hour later when a magistrate can hear their case and objective, one escaping smuggler, a desperate man
pronounce punishment. named Urth, returns to beg the characters for help. See
Appendix 5 for more details.
Scene A. Trollskull Alley
In this noted North Ward alley, the adventurers find the Adjusting the Scene
house that matches the depiction on their map. At the
house, they’ll meet a suspicious boy. Here are some suggestions for adjusting this scene:
• Weak or Very Weak: Remove five bandits.
Area Information • Strong or Very Strong: Add two spies.
The area has the following features:
Dimensions & Terrain. This squat, three-story house
is the only building with round windows and side stairs in Treasure & Rewards
the area. It’s bordered on both sides by other residences. Behind the pivoting section of wall, the characters find the
The house is laid out as a family residence, but with most following:
rooms neglected. A door to the basement is in the kitchen • A wand of secrets. Wrapped around the wand is a scrap
on the floor at ground level. of paper upon which is written:
Secret Passage. The basement has a few storage
rooms, one of which possesses a secret passage that “Whisper something that you’ve never told anyone”
leads to the city sewers.
Clue to Location 4. In the first room in basement, the Scene B. Soaring Delights
title mark glyph has been written on one of the walls. If Soaring Delights is a restaurant on the first floor of the
interacted with, a small section of the wall pivots on its interior of the Hawk Man, one of the fabled walking
central axis, revealing a wall cache with treasure inside. statues of Waterdeep in the Castle Ward. The busy
Additionally, written in grease-paint on the pivoted wall restaurant won’t allow the adventurers to search around,
face are a string of letters: unless they’re willing to help out.
“CNSRRBONIRUWMUTASSHROHED”
Area Information
Lighting. Candles, lamps, and the occasional torch This area features:
provide bright light on the main floor and basement, while The Hawk Man. The massive statue appears similar
the upstairs are dimly lit by sunlight filtering through the to an aarakocra with furled wings and an outstretched
windows. left arm and is in a moderate state of disrepair. Part of
the interior has been hollowed out into a multi-floored
Creatures/NPCs tower. Guests and tenants access the tower by ringing a
Pavel is an anxious teenage boy (a commoner) who is bell, which notifies the door guard to lower a rope chair
alone in the house save for the ten smugglers (bandits) of or ladder.
varying races and citizenry currently in the basement.

Playing the Pillars (Scene A: Trollskull Alley)


Combat Exploration Social
Pavel poses no threat. The smugglers The characters can use Stealth or Pavel is a bad liar (Deception +0) and
much rather flee than fight. If forced to the sewers to bypass Pavel and enter is easily coerced (roleplaying or skill
fight, half remain behind to distract the the house. In the sewers, a character check) to allow the characters inside.
adventurers—hoping the others bail that succeeds on a DC 15 Intelligence He rat’s out the smugglers if it’s to his
them out of jail later. This is purposely (Investigation) check finds the secret benefit. He hides upstairs when the
written as an easy fight. door leading into the basement. characters find the basement.

Not for resale. Permission granted to print or photocopy this document for personal use only.
7
DDAL08-01 The Map With No Names (v1.1)
Dimensions & Terrain. On the first floor, the Soaring Dimensions & Terrain. Save for a few pieces of trash
Delights is a restaurant that primarily caters to the tower’s or a discarded crate, this 5-foot wide, 70-foot long alley
wealthy tenants. The dining area is finely decorated. The is largely clear of debris. A covered sewer entrance lays
kitchen and storerooms are in the back behind double halfway into the alley.
swinging doors. Lighting. The alley is shaded from sunlight during the
Lighting. The entire restaurant is brightly lit from day, leaving it dimly lit. The streetlamps don’t reach the
sunlight and candles on the tables. alley at night; it’s ominously dark.
Clue to Location 4. The title mark glyph has been Magical Daggers. Whenever a creature passes 10 feet
written on a stone in the kitchen floor under a barrel of into the alley, three daggers magically appear and attack
fish. Prying out the brick reveals a hidden cache. On a (+5 to hit) any creature in the alley—dealing 2 (1d4)
piece of paper in the cache is written: piercing damage on a hit. The daggers can be destroyed
“FOUR AT A TIME. READ TOP TO BOTTOM.” (AC 14; 5 hit points; immune to poison and psychic
damage). Destroyed daggers don’t reappear for 10 minutes.
Creatures/NPCs If there are no creatures in the alley, the daggers
The Soaring Delights is owned and operated by the disappear. After 10 total minutes of attacks, they
sisters Shani and Vonda, while Shani’s husband Adeyo disappear for 10 minutes.
cooks (all commoners). Nobles and commoners alike
crowd the dining area.
Underneath the Alley
Under the alley, there is a secret door to the gang hideout
Objectives/Goals. Shani and Vonda wanted a smooth
in the sewer tunnel.
opening day to the public, but Adeyo and Vonda fell ill (ear
infection), causing them to fall behind. They’re all too busy Area Information
to chat, but Shani is looking for folks to hire to get them This area features:
through this busy time. Dimensions & Terrain. The ceilings here are 10 feet
What Do They Know? Until today, Soaring Delights high, and 5-foot wide walkways flank a central 5 feet wide
catered only the tower’s tenants, but they’ve just opened channel funneling sewage through the area. Rats scurry
to the general public. Adeyo and Vonda just want to in and out of the muck.
get through the day bearing the pain. Shani doesn’t From where the adventurers enter, 20 feet away
tolerate anyone not in their employ mucking around there is a secret door revealed by a DC 15 Intelligence
the establishment. But in exchange for the characters (Investigation) check. The title mark glyph is inscribed on
working the restaurant during the current busy time, the door. Once found, the door can easily be opened by
she lets them investigate wherever they like. The staff is pushing inward, however it is trapped. The door leads to
unaware of the marked stone and hidden cache in the Scene C2, Gang Hideout.
kitchen. The commoners are delighted to experience Lighting. Dim light is present within 20 feet of an open
such extravagance, while the nobles in attendance are sewer entrance. Otherwise, the area is dark.
perturbed that they have to eat with “lesser” folk. Crossbow Trap. The secret door is connected by
Treasure & Rewards tripwire to two heavy crossbows mounted just past the
In the hidden cache in the kitchen floor, the characters door. The trap is triggered by anyone who opens the
door, causing the crossbows to fire at whoever is in the
find the following:
doorway. The trap makes two attacks (+5 bonus to hit)
• Two silver daggers. These daggers can’t be sold, and
that deal 5 (1d10) piercing damage.
they can’t be kept once the session ends but can be
When opening the door, a creature with a passive
purchased for 1 treasure checkpoint. A note wrapped
perception of 15 can see the tripwire before it is triggered.
around one of them reads:
Once detected, a DC 10 Dexterity check using thieves’
“For the shopkeep” tools can disable the trip wire. Alternatively, the door can
be opened slightly enough to allow someone squeeze
Scene C1. Three Daggers Alley through without triggering the trap. When entering
the room like this, a creature must succeed at a DC 10
In the sewers beneath this infamously cursed alley in the
Dexterity (Acrobatics) check to avoid pushing the door
Dock Ward, the adventurers find a gang hideout.
further, triggering the trap. Any creature in the next room
Area Information next to the crossbows can easily disarm them.
This area features:

Playing the Pillars (Scene B: Soaring Delights)


Combat Exploration Social
None. The patrons and staff simply get The cuisine centers around elegantly Improvise brief roleplaying scenes for
out of the way if the adventurers push constructed fish, cheese and vegetable the working adventurers. While on
this avenue. They report to the City dishes, paired with wines. Vonda and the job, complications arise: A patron
Watch later. Adeyo do their best to guide any who accidentally begins choking. Pigeons
helps them prepare dishes in the kitchen. fly in the kitchen creating droppings. A
disruptive argument happens at a table.

Not for resale. Permission granted to print or photocopy this document for personal use only.
8
DDAL08-01 The Map With No Names (v1.1)
didn’t know about the false bottom. None of the gang
Adjusting the Scene knows anything about the title mark glyphs or when it was
Here are some suggestions for adjusting this scene: inscribed. Dalia works for a man she calls the Baron (Artor
• Very Weak or Weak: The trap makes one attack. Morlin). They know nothing else pertinent to this adventure.
• Strong or Very Strong: The trap makes three attacks.
Adjusting the Scene
Scene C2. Gang Hideout Here are some suggestions for adjusting this scene,
according to your group.
The hideout is used by Dalia and her gang, who are away • Very Weak: Replace the wererat with two bandits.
when the adventurers arrive. Unknown to the gang, their • Weak: Replace the wererat with three bandits.
hideout has the clue the adventures seek. • Strong: Add a wererat.
Area Information • Very Strong: Add a wererat and three bandits.
This area features:
Dimensions & Terrain. The area consists of a 10-by-
15-foot chamber with two similarly sized adjoining Treasure & Rewards
chambers: one serving as sleeping quarters complete with If the characters find the hidden compartment, they find
five straw pallets, and the other as Dalia’s chambers. the following within:
Furnishings. The area is sparsely furnished, the • Two potions of healing
common room has dingy low table piled with a deck of
cards (Three Dragon Ante), and a sconce with a lit torch.
Tracks show signs of recent activity. Two doors (one open,
Wrapping Up the Episode
one closed) lead out of this room. To complete this episode’s objective, the adventurers must
Lighting. A pair of lit candles are on the table giving the discover that the location of the fourth circled spot on
common room bright light and dim light into the sleeping their treasure map is the Crimson Brush in the Southern
area. Dalia’s room is unlit. Ward. This is done by using the clues found during this
Stone Coffer. In Dalia’s room, in one corner is a episode (see Solving the Puzzle below). Scene 3 begins
locked stone coffer. A character with a successful DC 15 with the adventurers arriving at the Crimson Brush.
Dexterity check made with a set of thieves’ tools or a DC
15 Strength (Athletics) can open it without the key. The Solving the Puzzle
coffer is empty, but a creature succeeding on a DC 11 The clues are as follows:
Intelligence (Investigation) check reveals a false bottom. • CNSRRBONIRUWMUTASSHROHED
The title mark glyph is also inscribed on the false bottom.
• FOUR AT A TIME. READ TOP TO BOTTOM.
Once found, the hidden compartment under the false
bottom is easily opened. Words are written at the bottom • ARRANGE IN SIX ROWS.
of the hidden compartment: To solve, take the first 4 letters from the first clue and
“ARRANGE IN SIX ROWS” then write down the next 4 letters in a row underneath.
This arranges the letters into 6 rows that looks like this:
Creatures/NPCs
Ten minutes after the adventurers arrive, Dalia, a C N S R
wererat, and her gang (two bandits) are returning to their R B O N
hideout. Thinking no one else is in the area, their voices I R U W
echo in the sewers far ahead of them, talking of a recent
job they did for “The Baron.” M U T A
Objectives/Goals. After finishing a job elsewhere, Dalia S S H R
and the gang are looking to rest. If the adventurers don’t O H E D
linger, they evade Dalia’s crew. Otherwise, Dalia and her
gang don’t take kindly to intruders, and fight to kill. When read from the first column, top to bottom, it reads
What Do They Know? Dalia (or one of the bandits if “Crimson Brush Southern Ward.”
Dalia is not present) has the key to the stone coffer. Dalia

Playing the Pillars (Scene C2: Gang Hideout)


Combat Exploration Social
None. The patrons and staff simply get The cuisine centers around elegantly Improvise brief roleplaying scenes for
out of the way if the adventurers push constructed fish, cheese and vegetable the working adventurers. While on
this avenue. They report to the City dishes, paired with wines. Vonda and the job, complications arise: A patron
Watch later. Adeyo do their best to guide any who accidentally begins choking. Pigeons
helps them prepare dishes in the kitchen. fly in the kitchen creating droppings. A
disruptive argument happens at a table.

Not for resale. Permission granted to print or photocopy this document for personal use only.
9
DDAL08-01 The Map With No Names (v1.1)
Episode 3: A Crypt Portrait
Estimated Duration: 45 minutes Creatures/NPCs
The Crimson Brush Gath (a werewolf) is the owner, artist and tenant of the
Crimson Brush.
In this episode, the adventurers find a portrait of a crypt. Objectives/Goals. At first, Gath acts as a normal
That crypt is the ultimate destination on their map, leading shopkeep. When the adventurers show great interest in
them into DDAL08-02 Beneath the City of the Dead. the crypt portrait, he views them as threats to his master
to stop at all costs. He refuses all offers to sell the portrait.
Prerequisites What Does He Know? The crypt in the portrait belongs
The clues gathered in Episode 2 lead the characters to to his master, who values his privacy. Gath knows it will
the Crimson Brush. be a fatal mistake if his master discovers his portrait led
others to his crypt. Gath knows nothing about the title
mark glyph, shocked by its appearance on the portrait.
Story Objective B The City Watch. If loud sounds result from a combat
Finding the purported location of the treasure as directed in the Crimson Brush, passersby hear the disturbance.
by the map is Story Objective B. Fearing for Gath’s life, they call for the City Watch who
arrive minutes later.
Area Information
This area has the following features: Adjusting the Scene
Dimensions & Terrain. The Crimson Brush is an art
Here are some suggestions for adjusting this scene:
shop on the first floor of a small 2 story building. A small,
• Very Weak: Gath is a wererat; change damage
standard apartment is upstairs.
immunities to damage resistances.
The shop itself is a display room, 15 feet wide by 50 feet
• Weak: Gath is a wererat.
long, with shelves spread throughout. A shop counter is
• Strong: Add a rug of smothering.
along the back wall, next to a door leading to the back.
• Very Strong: Add a rug of smothering and a guardian
Canvas artwork and painted trinkets are on display
portrait.
throughout. Most of the art includes blood as a theme or a
depicted object colored blood red.
The clue the adventurers seek is the wall mounted crypt
portrait behind the shop counter. The portrait features Wrap-Up: A Secret Unfolded
a statue pointing to a mausoleum crypt highlighted by a
Upon discovering that the final location depicted on their
blood red sunset in the background. The title mark glyph
treasure map is a specific mausoleum in the City of the
is in the center of the painting.
Death, the characters may move out to search out the
Lighting. No windows are present on the first floor. A
resting place of the treasure.
chandelier candelabra provides bright light.
En route to the City of the Dead, they run into Duric
Dropped Candelabra. The rope holding the candelabra
from Green’s Rest on the streets as he runs errands
can be cut, dealing 1d10 bludgeoning damage to a
for the inn. Happy to see them, Duric asks for the
creature standing under it. A successful DC 15 Dexterity
adventurers’ tale so far, and is excitedly surprised of the
save halves the damage.
maps authenticity. In exchange for a good tale, Duric offers
The Portrait: The Final Clue. The crypt looks like
their next stay at Green’s Rest on the house (and politely
many others. The adventures must either take the
suggests that two percent would be a suitable finder’s fee).
painting or study it long enough to note small identifying
From here, the story continues in DDAL08-02 Beneath
landmarks for locating the actual crypt. It is common
the City of the Dead.
knowledge that the City of the Dead is the ward where
Waterdeep inters their dead
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10
DDAL08-01 The Map With No Names
Adventure Rewards
Upon completing the adventure, the characters each
receive rewards based upon their accomplishments.
These rewards include advancement and treasure, and
may include special rewards, such as story awards or new
downtime activities, as follows:

Advancement and Treasure


Checkpoints
The characters receive 1 advancement checkpoint and
1 treasure checkpoint for each story objective that they
complete, as follows:
• Story Objective A: Find the fourth map location.
• Story Objective B: Discover where the map leads.
The characters receive 1 advancement checkpoint and
1 treasure checkpoint for each bonus objective that they
complete, as follows:
• Bonus Objective A. Find Urth’s wedding ring.
• Bonus Objective B. Rescue Nezra and Larth

Player Rewards
The characters earn the following player rewards for
completing the adventure:
Magic Item Unlock
Characters completing the adventure unlock:
Wand of Secrets. By whispering a secret to themselves
that they have never told anyone, the owner can cause the
tip of this wand to glow with light equal to a candle. This
item can be found in Appendix 10.

Dungeon Master Rewards


In exchange for running this adventure, you earn
advancement and treasure checkpoints and downtime
as though you played the adventure, but none of the
adventure’s player rewards.
However, this adventure may qualify for rewards earned
by completing DM Quests. See the ALDMG (Adventurers
League Dungeon Master’s Guide) for more information
about DM Quests.

11
Appendix 1: Locations & NPCs
The following NPCs and locations feature prominently Flaw: I’m personally, and physically, adverse to silver. I
in this adventure. Each NPC and location should have even don’t like handling silver coins.
an entry with a phonetic pronunciation and information
• Nezra (NEZZ-rah). Found in Bonus Objective B. Nezra
relevant to the adventure.
is a pickpocket that bounces around between gangs,
• Duric Green (DUR-ick green). Along with his husband
uncomfortable with staying with one group for too long.
Zelphin (Zel for short), Duric is the co-owner of Green’s
Her boyfriend, Larth, wants her to leave her pickpocket
Rest, an inn/tavern. Green is a tall, stocky and balding
days behind her.
human male with a beard that can rival any dwarf’s. The
middle-aged man smiles often with a jovial demeanor, Personality: I like to have a plan when doing dangerous
offering optimistic words of encouragement to guests. activities.
Ideal: We should all work smarter, not harder.
Personality: I choose to focus on the positive.
Bond: I am loyal to my fellow thief, as long as they don’t
Negativity worsens your health and your income.
cross me first.
Ideal: Prosperity and good impressions with others
Flaw: My conscience sometimes gets the better of me
often go hand in hand.
after I steal.
Bond: My husband and our business is my whole world.
And I wouldn’t have it any other way. • Pavel (PA – vell). Pavel is teenaged lanky boy of
Flaw: I’m somewhat terrible at keeping secrets. Moonshea heritage. He picks jobs when he can, and
illegal ones pay him better. The City Watch caught
• Gath (GAATH). Gath is a slipshod attired short male
him at his last lookout job for the smuggling gang. He
that owns the Crimson Brush, a shop wherein he sells
strongly doesn’t want a repeat experience.
his artwork. Gath sells his art in the afternoon, paints
into the night and sleeps in. Gath secretly works for a Personality: Today is what matters. I’ll worry about
ruthless and powerful noble, mainly as a messaging hub. tomorrow, tomorrow.
Ideal: Enough money lets me do whatever I want.
Personality: When I see a scene that inspires Bond: I want to climb the ranks in the smuggling gang.
me, I paint it without concern for the Flaw: I’m terrified of being caught by the city watch
consequences. again after they arrested me last time.
Ideal: Blood is beautiful. Its color
highlights my art. • Shani and Vonda (SHA-nee and vonn-DUH). These
Bond: My life is forfeit if I fail my human sisters, born in Turmish, immigrated to
master. Waterdeep years ago attracted by the city’s allure. They
started a business that has grown into the successful
Soaring Delights. Shani is outgoing, insightful and
confident. Vonda is empathetic, patient and resolute.
Shani is married to Adeyo, a quiet man who works for
the sisters in the restaurant’s kitchen.
Personality: Our food is art that we enjoy sharing with
others.
Ideal: Sharing a meal is the best way to start a
friendship.
Bond: Though born elsewhere, we love Waterdeep as
much as anyone born here.
Flaw: Shani doesn’t tolerate rudeness. Vonda is a
workaholic.
• Urth (ERR-TH). Found in Bonus Objective A.
Urth is a petty thief with a gambling problem.
He is a discreet, opportunistic, small time
crook, who is also a devoted husband.
Personality: I make the most of my
opportunities to get what I want.
Ideal: If it’s small enough, no one will
notice it’s gone.
Bond: I work to make life better for my
wife, Alice.
Flaw: I’m not careful when I
gamble.

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12
DDAL08-01 The Map With No Names (v1.1)
Appendix 2: Creature Statistics
This appendix details monsters that are encountered in Duergar Resilience. The duergar has advantage on saving
this adventure. throws against poison spells, and illusions, as well as to resist
being charmed or paralyzed.
Bandit Sunlight Sensitivity. While in sunlight, the duergar has
Medium Humanoid (any race), any non-lawful alignment disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Actions
Speed 30 ft. Enlarge (Recharges after a Short or Long Rest). For 1 minute,
the duergar magically increases in size, along with anything
STR DEX CON INT WIS CHA it is wearing or carrying. While enlarged, the duergar is Large,
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) doubles its damage dice on Strength-based weapon attacks
(included in the attacks), and makes Strength checks and
Senses passive Perception 10 Strength saving throws with advantage. If the duergar lacks
Languages any one language (usually Common) the room to become Large, it attains the maximum size
Challenge 1/8 (25 XP) possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2)
piercing damage while enlarged.
Scimitar. Melee Weapon Attack: +3 to hit, reach 10 ft., one
target. Hit: 4 (1d6 + 1) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The


duergar magically turns invisible until it attacks, casts a spell,
Commoner or uses its Enlarge, or until its concentration is broken, up
Medium Humanoid (any race), any alignment to 1 hour (as if concentrating on a spell). Any equipment the
duergar wears or carries is invisible with it..
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft. Guard
Medium Humanoid (any race), any alignment
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Senses passive Perception 10
Speed 30 ft.
Languages any one language (usually Common)
Challenge 0 (10 XP)
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Actions
Skills Perception +2
Club. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Senses passive Perception 12
Hit: 2 (1d4) bludgeoning damage. Languages any one language (usually Common)
Challenge 1/8 (25 XP)

Duergar Actions
Medium humanoid (dwarf ), lawful evil
Scimitar. Melee or Ranged Weapon Attack: +3 to hit, reach
Armor Class 14 (leather armor) 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
Hit Points 39 (6d8 + 12 damage.
Speed 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

Damage Resistances poison


Senses darkvision 120 ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)

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13
DDAL08-01 The Map With No Names (v1.1)
Actions
Guardian Portrait
Medium construct, unaligned Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in
Armor Class 5 (natural armor) object form, the target is subjected to its Adhesive trait.
Hit Points 22 (5d8)
Speed 0 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage
STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

Damage Immunities poison Rug of Smothering


Condition Immunities charmed, exhaustion, frightened, Large construct, unaligned
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10 Armor Class 12
Languages Common, plus up to two other languages Hit Points 33 (6d10)
Challenge 1 (200 XP)) Speed 10 ft.

STR DEX CON INT WIS CHA


Antimagic Susceptibility. The portrait is incapacitated while in 17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
the area of an antimagic field. If targeted by dispel magic, the
portrait must succeed on a Constitution saving throw against Damage Immunities poison, psychic
the caster’s spell save DC or fall unconscious for 1 minute. Condition Immunities blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned
Innate Spellcasting. The portrait’s innate spellcasting ability is Senses blindsight 60 ft. (blind beyond this radius), passive
Intelligence (spell save DC 12). The portrait can innately cast Perception 6
the following spells, requiring no material components: Languages —
3/day each: counterspell, crown of madness, hypnotic pattern, Challenge 2 (450 XP))
telekinesis
Antimagic Susceptibility. The rug is incapacitated while in
False Appearance. While the figure in the portrait remains
the area of an antimagic field. If targeted by dispel magic, the
motionless, it is indistinguishable from a normal painting.
rug must succeed on a Constitution saving throw against the
caster’s spell save DC or fall unconscious for 1 minute.

Mimic Damage Transfer. While it is grappling a creature, the rug takes


only half the damage dealt to it, and the creature grappled by
Medium monstrosity (shapechanger), neutral
the rug takes the other half.
Armor Class 12 (natural armor) False Appearance. While the rug remains motionless, it is
Hit Points 58 (9d8 + 18) indistinguishable from a normal rug
Speed 15 ft. Actions
STR DEX CON INT WIS CHA Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., Medium
17 (+3) 12 (+1) 15 (+2) 5 (-3) 12 (+1) 8 (-1) or smaller creature. Hit: 3 The creature is Grappled (escape
DC 13). Until this grapple ends, the target is restrained,
Skills Stealth +5 blinded, and at risk of suffocating, and the rug can't smother
Damage Immunities acid another target. In addition, at the start of each of the target's
Condition Immunities prone turns, the target takes 10 (2d6 + 3) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 2 (450 XP))

Shapechanger. The mimic can use its action to polymorph into


an object or back into its true, amorphous form. Its statistics
are the same in each form. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything
that touches it. A Huge or smaller creature adhered to the
mimic is also grappled by it (escape DC 13). Ability checks
made to escape this grapple have disadvantage
False Appearance (Object Form Only). While the mimic
remains motionless, it is indistinguishable from an ordinary
object.
Grappler. The mimic has advantage on attack rolls against any
creature grappled by it.

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14
DDAL08-01 The Map With No Names (v1.1)
Actions
Trapper
Large monstrosity, unaligned Multiattack. The spy makes two melee attacks.

Armor Class 15 (natural armor) Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit Points 85 (10d10 + 30) target. Hit: 5 (1d6 + 2) piercing damage.
Speed 10 ft., climb 10 ft.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 17 (+3) 2 (-4) 13 (+1) 4 (-3)

Skills Stealth +2
Thug
Medium humanoid (any race), any non-good alignment
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
Languages — Armor Class 11 (leather armor)
Challenge 3 (700 XP) Hit Points 32 (5d8 + 10)
Speed 30 ft.
False Appearance. While the trapper is attached to a
ceiling, floor or wall and remains motionless, it is almost STR DEX CON INT WIS CHA
indistinguishable from an ordinary section of ceiling, floor, 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
or wall. A creature that can see it and succeeds on a DC 10
Intelligence (Investigation) or Intelligence (Nature) check can Skills Intimidation +2
discern its presence.. Senses passive Perception 10
Languages any one language (usually Common)
Spider Climb. The trapper can climb difficult surfaces,
Challenge 1/2 (100 XP)
including upside down on ceilings, without needing to make
an ability check.
Pack Tactics. The thug has advantage on an attack roll against a
Actions creature if at least one of the thug’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Smother. One Large or smaller creature within 5 feet of the
trapper must succeed on a DC 14 Dexterity saving throw or be Actions
grappled (escape DC 14). Until the grapple ends, the target
takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid Multiattack. The thug makes two melee attacks.
damage at the start of each of its turns. While grappled in this Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
way, the target is restrained, blinded and at risk of suffocating. creature. Hit: 5 (1d6 + 2) bludgeoning damage.
The trapper can smother only one creature at a time.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Spy
Medium humanoid (any race), any alignment

Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6,


Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)

Cunning Action. On each of its turns, the spy can use a bonus
action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage
when it hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an ally
of the spy that isn’t incapacitated and the spy doesn’t have
disadvantage on the attack roll.

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15
DDAL08-01 The Map With No Names (v1.1)
Wererat Werewolf
Medium humanoid (human, shapechanger), lawful evil Medium humanoid (human, shapechanger), chaotic evil

Armor Class 12 Armor Class 11 in humanoid form, 12 (natural armor) in wolf or


Hit Points 33 (6d8 + 6) hybrid form
Speed 30 ft. Hit Points 58 (9d8 + 18)
Speed 30 ft.(40 ft. in wolf form)
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1) STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills Perception +2, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from Skills Perception +4, Stealth +3
nonmagical attacks that aren’t silvered Damage Immunities bludgeoning, piercing, and slashing from
Senses darkvision 60 ft. (rat form only), passive Perception 12 nonmagical attacks that aren’t silvered
Languages Common (can’t speak in rat form) Senses passive Perception 14
Challenge 2 (450 XP) Languages Common (can’t speak in wolf form)
Challenge 3 (700 XP)
Shapechanger. The wererat can use its action to polymorph into
a rat-humanoid hybrid or into a giant rat, or back into its true Shapechanger. The werewolf can use its action to polymorph
form, which is humanoid. Its statistics, other than its size, are into a wolf-humanoid hybrid or into a wolf, or back into its true
the same in each form. Any equipment it is wearing or carrying form, which is humanoid. Its statistics, other than its AC, are
isn't transformed. It reverts to its true form if it dies. the same in each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.
Keen Smell. The wererat has advantage on Wisdom
(Perception) checks that rely on smell.. Keen Hearing and Smell. The werewolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Actions
Actions
Multiattack (Humanoid or Hybrid Form Only). The wererat
makes two attacks, only one of which can be a bite. Multiattack (Humanoid or Hybrid Form Only). The werewolf
makes two attacks: one with its bite and one with its claws or
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: spear.
+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing
damage. If the target is a humanoid, it must succeed on a Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
DC 11 Constitution saving throw or be cursed with wererat +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
lycanthropy. damage. If the target is a humanoid, it must succeed on a
DC 12 Constitution saving throw or be cursed with werewolf
Shortsword (Hybrid Form Only). Melee Weapon Attack: +4 to
lycanthropy.
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
Hand Crossbow (Humanoid Form Only). Ranged Weapon
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2)
piercing damage. Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
damage if used with two hands to make a melee attack.

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16
DDAL08-01 The Map With No Names (v1.1)
Appendix 3: Gang Hideout Map

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17
DDAL08-01 The Map With No Names (v1.1)
Appendix 4: The Crimson Brush Map

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18
DDAL08-01 The Map With No Names (v1.1)
Appendix 5: A Wedding Ring (Bonus Objective A)
Estimated Duration: 60 minutes A DC 12 Wisdom (Perception) check finds drag marks
on the floor, implying that the book case moves. A DC
Scene A. Plea for Help 8 Intelligence (Investigation) check reveals a hidden
catch that slides open the hinged bookcase. Behind the
During the Trollskull Alley events of Episode 2, a thief
bookcase, there is a 5 feet square secret area with a ladder
pleads with the adventurers to recover his lost wedding
heading down 10 feet below into Scene C. Hallway.
ring.
Lighting. The room is unlit.
Prerequisites
This scene occurs when the adventurers play through the Scene C. Hallway
Trollskull Alley scene in Episode 2. It can be used at any The adventurers enter a second basement from the ladder
point during the scene by adjusting when Urth meets with in Blegor’s room. It begins with a trapped hallway.
the characters. This can’t run after Episode 3 starts.
Area Information
Bonus Objective A This area features:
Recovering the wedding ring is Bonus Objective A. Dimensions & Terrain. This 5-foot wide hallway
extends 30 feet total turning a corner at its midpoint. It
Creatures/NPCs ends in a locked door that leads to Scene D. The door is
Urth (spy) is in the basement when the adventurers find the
opened by a DC 15 Dexterity check using Thieves’ Tools
smugglers. He escapes at first with the others but returns
or bashed open with a DC 15 Strength (Athletics) check.
shortly after the others leave. Optionally, he’s one of the
Lighting. The area is unlit, but has an unlit torch resting
smugglers the adventurers capture or meets them outside.
in a sconce at the corner in the hallway.
Objectives/Goals. Urth wants his wedding ring back.
Pit Trap. At the corner in the hallway is a pit trap.
What Do They Know? Urth is a petty thief with a
The trap is concealed by a bit of canvas painted to look
gambling problem, losing his wedding ring in a previous
like the rest of the floor. A DC 15 Wisdom (Perception)
bet here. Urth came today to win it back, but learned
check finds the canvas. A character rolls at disadvantage
Blegor, the head of this gambling operation, has kept it
if someone is ahead of them in the hallway blocking the
for himself. With Blegor absent, he sees the adventurers
view of the floor.
as his best chance to get it back. Urth does not want to be
Whenever anyone steps on the canvas, they must make
arrested (his bets were also stolen goods) but he is willing
a DC 15 Dexterity saving throw. On a successful save,
to risk the adventurers turning him in to get the ring back.
the creature catches themselves on the pit’s edge or
Urth tells the characters where Blegor’s room is,
instinctively steps back. A creature that fails the saving
suggesting that they start there. He assumes deadly traps
throw falls into the 10-foot deep spiked pit–falling prone
await and that they are better able to handle the traps
and taking 3 (1d6) bludgeoning and 7 (2d6) piercing
than he can.
damage from the spikes at the pit’s bottom.

Find It Yourself Urth! Adjusting the Scene


Even if the adventurers agree to help Urth, they may want
Here are some suggestions for adjusting this scene,
him to lead the way to finding the ring, or possibly have
according to your group.
him find it himself. Urth is reluctant but agrees to this.
• Very Weak: Reduce the trap’s Dexterity Saving Throw
If the adventurers go with him, use the spy statistics
DC to 13 and its spike’s damage to 3 (1d6)
to adjudicate Urth’s success. For simplicity, Urth locates
• Very Strong: The pit is 20 feet deep instead, increasing
the secret ladder to the second basement and picks the
the fall damage to 7 (2d6) bludgeoning.
lock on the door below.
Regardless, the rug kills Urth without the
adventurers’ aid.
Scene D. Antechamber
An antechamber lies between the hallway and Blegor’s
Scene B. Blegor’s Room bedroom.
The adventurers unlock and enter Blegor’s room, finding Area Information
a secret ladder This area features:
Dimensions & Terrain. Other than the door the
Area Information adventurers just entered through, this 15-foot square
This area features:
room has a rug in one corner with another door just past
Dimensions & Terrain. This room is in the basement
it. Arcane scribblings in chalk are on each of the walls.
nearby where the smugglers gambled. The door has
The scribblings are harmless and too incomplete to
“Keep out!” written on it and is locked, opened by a DC 15
reconstruct their meaning. A decomposed body melted
Dexterity check using Thieves’ Tools or bashed open with
with acid lies in corner beside the rug.
a DC 15 Strength (Athletics) check.
Lighting. This room is unlit and has no wall sconces for
Inside, the 10 feet by 15 feet room has a desk, chair
torches.
and a bookcase stocked with books on various subjects.
Pressure Plate Trap. Just past the door from the
Scribbled notes with the beginnings of spell research into
hallway, there is a pressure plate trap. A DC 15 Wisdom
creating abjuration wards (no value) lie on the desk.
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19
DDAL08-01 The Map With No Names (v1.1)
(Perception) check reveals the crease around the pressure Dimensions & Terrain. This 20-foot long by 15 feet
plate. When at least 30 pounds of weight is applied to the wide room has a nice, comfortable bed in one corner,
trap, a compartment above opens dropping vials of acid a rug, a desk and a chest. On the desk is several unlit
on the triggering creature. The creature must make a DC candles in holders and a spellbook (see treasure below).
15 Dexterity saving throw. On a failure, they suffer 11 Inside the strongbox is treasure, including Urth’s wedding
(2d10) acid damage. ring. A piece of paper lies on top of the wealth.
Lighting. The room is unlit, but candles are on the desk.
Creatures/NPCs Glyph of Warding. On the paper is written the word
The rug is a mimic. “Oops.” If anyone within 20 feet of the paper says this word
Objectives/Goals. The rug follows orders, literally. aloud, all creatures within 20 feet of the paper must make
What Do They Know? Blegor ordered the rug to only a DC 15 Dexterity saving throw. On a failure, they suffer 22
attack or adhere to creatures who attack or step on it. (5d8) cold damage. A successful save halves this damage.
Blegor normally rolls it up or drags it aside to avoid the
rug from attacking him.
Adjusting the Scene
Here are some suggestions for adjusting this scene:
Adjusting the Scene • Very Weak: Reduce the trap’s Dexterity Saving Throw
Here are some suggestions for adjusting this scene, DC to 13 and its damage to 9 (2d8).
according to your group. • Weak: Reduce the trap’s Dexterity Saving Throw DC to
• Very Weak: Reduce the trap’s Dexterity Saving Throw 13 and its damage to 13 (3d8).
DC to 13 and its damage to 5 (1d10). Halve the
mimic’s damage and it has 29 hit points.
• Weak: Reduce the trap’s Dexterity Saving Throw DC to Treasure & Rewards
13. The mimic has 29 hit points. In the strong box, the characters find the following:
• Very Strong: Change the mimic to a trapper. • A wooden box filled with various coins and jewelry—
including Urth’s wedding ring.
• A letter from “The Baron” to Blegor, instructing him to
Scene E. Blegor’s Bedroom “spy on the drow.”
The adventurers find the wedding ring in Blegor’s • A spellbook with the following spells: glyph of warding,
bedroom. identify, invisibility, locate object, mage armor, magic
missile, rope trick, snare. One character may keep this
Area Information spellbook.
This area features:

20
Appendix 6: Map Heist (Bonus Objective B)
Estimated Duration: 60 minutes active Perception check. If she still goes unnoticed, she
escapes. Otherwise, if caught, she begs the adventurers to
A Side Rescue rescue Larth.
What Does She Know? Ravik and his gang captured
Bregan D’aerthe has created competition for the
Nezra and her boyfriend Larth earlier. Ravik told Nezra
adventurers’ map, to help reinforce the map’s authenticity.
of the adventurers and ordered her to steal their treasure
In these scenes, the adventurers need to fend off the
map, threatening Larth’s life. Nezra knows the abandoned
competition and perform a rescue.
warehouse where the Ravik, Larth and the others are.
Prerequisites
This scene occurs after the adventurers visit any scene in Nezra Succeeds?
Episode 2, in a ward of your choosing. This can’t run after
Episode 3 starts. The observing members of Bregan D’aerthe follow Nezra
to the warehouse. Afterwards, disguised as a human,
Bonus Objective B. one of them returns to the adventurers with news that
Rescuing Nezra and Larth—two thieves caught up in they’ve been robbed and where they the pickpocket went.
Ravik’s plans for the map—is Bonus Objective B. At the warehouse, Ravik reneges on their deal and
In addition, if the adventurers somehow lose recaptures Nezra.
possession of the map, they must recover it without the
City Watch’s help.
Creatures/NPCs
Scene B. Abandoned Warehouse
Throughout these scenes, the events are watched by two Ravik and his crew are holed up in a warehouse with
members of Bregan D’aerthe. hostages. More show up later (see Scene C).
Objectives/Goals. They observe the adventurers and Area Information
how they handle the attempts to take the treasure map. This area has the following features:
If they lose the map, they secretly step in to aid the Dimensions & Terrain. The warehouse is one large
adventurers in the map’s recovery. room, 40-feet square. Empty boxes fill almost half the
What Do They Know? They know everything in the interior.
Adventure Background. Lighting. Bright light within 10 feet of any open
doorway or window not blocked by boxes. Otherwise, it is
Scene A. Pickpocket dimly lit.
Nezra tries to secretly take the map from the adventurers.
Creatures/NPCs
Area Information Ravik, a duergar, waits inside with his gang, 2 bandits.
This area has the following features: Larth (bandit), sits on the floor tied up. If Nezra returned
Dimensions & Terrain. This occurs anywhere in the here with the map, she’s tied up too.
streets of Waterdeep, preferably one busy with travelers. Objectives/Goals. Ravik wants the treasure map, so he
The streets are generally 20-feet wide, lined with 5-foot can follow it to treasure.
wide sidewalks. Larth wants to escape, with Nezra safe.
Lighting. These streets are brightly lit with natural What Do They Know? Ravik met with a drow earlier
daylight or with lit candles along the streets. today (secretly a member of Bregan D’aerthe). From
the drow, Ravik learned of the treasure map that the
Creatures/NPCs adventurers found this morning and the treasure it leads
Nezra, a spy, prowls the streets after the adventurers. to. Believing in it, his gang ambushed Nezra and Larth.
Objectives/Goals. Nezra uses a thick crowding of With Nezra being the better thief, Ravik bargained with
people to come by, find and take the map, using her her, Larth’s life for the treasure map. Ravik knows the
Sleight of Hand opposed by the adventurers’ passive drow used a false name when they met.
Perception. If successful, have the characters make an

Playing the Pillars (Scene B: Abandoned Warehouse)


Combat Exploration Social
Ravik and his gang see everyone else If with the adventurers, Nezra helps Ravik never wanted a direct fight with
as enemies. Likewise with the thugs. them, but focuses on saving Larth the adventurers, and a convincing
A three-way battle ensues. They all during any fight. A good distraction argument makes him and his gang
obviously fight nonlethally. Larth (and can split Ravik’s gang, making a rescue retreat. The thug’s enchantment ends
Nezra if she was captured) tries to easier. The thugs know the adventurers if given something they are deceived to
escape during the battle. are at the warehouse somewhere, not believe is the map.
exactly where.

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21
DDAL08-01 The Map With No Names
Objectives/Goals. The thugs were told that they
Adjusting the Scene dropped their treasure map at Green’s Rest and to get
Here are some suggestions for adjusting this scene: it back, they’ll need to fight the adventurers who now
• Very Weak: Remove the bandits. have it. They were also fed the adventurers’ description
• Weak: Remove one bandit. and general vicinity. They arrive just as the adventurers
• Strong or Very Strong: Add a duergar. interact with the warehouse. They attack the adventurers,
as well as Ravik and his gang.
What Do They Know? Other than it’s a treasure map,
Scene C. New Arrivals they know nothing about it or what’s written on it. Once
the spell wears off, or if directly asked, they know that it
Tipped off by Bregan D’aerthe, other foes show up to was a pair of drow that used charm magic on them.
take the treasure map. This occurs shortly after the
adventurers interact with Scene B.
Adjusting the Scene
Creatures/NPCs
Here are some suggestions for adjusting this scene:
Three thugs are the victims of a suggestion spell cast
• Very Weak: As weak, and they arrive after Ravik is
by Bregan D’aerthe. Fed the adventurers’ description,
defeated.
these three were told to get the treasure map from the
• Weak: Remove two thugs.
adventurers.
• Very Strong: Add two thugs.

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22
DDAL08-01 The Map With No Names (v1.1)
Scene D. City Watch questioning, they learn from the thugs and Ravik about
the drow that tipped them both. The sergeant tell the
Between the disturbance on the streets or bystanders adventurers this and question them about any involved
seeing thugs brandish weapons and enter a warehouse, drow (other than drow adventurers in their group).
the City Watch has been summoned. Other Reports. City Watch patrols hear reports from
all around Waterdeep. They discuss any reports involving
Creatures/NPCs people with their description and ask them about their
A City Watch patrol led by a sergeant (eight guards) arrive
involvement.
on the scene in the aftermath.
Objectives/Goals. The Watch want to restore the peace,
making arrests as appropriate. Ravik or the Thugs Succeed?
What Do They Know? They have only eye witness If Ravik or the thugs defeat the adventurers, the City
reports of the activity in the past scenes. Ravik is a known Watch arrive afterwards and rescue them. The Watch
criminal, accused of other kidnappings. During the returns the treasure map to the adventurers.

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23
DDAL08-01 The Map With No Names (v1.1)
Appendix 7: The Treasure Map

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24
DDAL08-01 The Map With No Names (v1.1)
Appendix 8: Code Legal
Punishment for a crime can include one or more of the • Imprisonment in the dungeons of Castle Waterdeep
following, based on the nature of the crime, who or (for a period of days or months depending on the
what the crime is committed against, and the criminal seriousness of the crime)
record of the convicted: • Fine (payable to the city; inability to pay the fine leads
• Death to imprisonment and/or hard labor)
• Exile (for a number of years or summers) • Damages (payable to the injured party or victim’s kin;
• Flogging (a set number of strokes) inability to pay damages leads to imprisonment and/or
• Hard labor (for a period of days, months, or years hard labor)
depending on the seriousness of the crime) • Edict (forbidding the convicted from doing something;
violation of an edict can result in imprisonment, hard
labor, and/or a fine)

I. Crimes against Lords, Officials, III. Crimes against the Gods


and Nobles Assaulting a priest or lay worshiper: imprisonment up
to a tenday and damages up to 500 gp
Assaulting or impersonating a Lord: death
Disorderly conduct within a temple: fine up to 5 gp and
Assaulting or impersonating an official or noble: edict).
flogging, imprisonment up to a tenday, and fine up to
Public blasphemy against a god or church: edict
500 gp
Theft of temple goods or offerings: imprisonment up
Blackmailing an official: flogging and exile up to 10
to a tenday and damages up to double the cost of the
years
stolen items
Bribery or attempted bribery of an official: exile up to
Tomb-robbing: imprisonment up to a tenday and
20 years and fine up to double the bribe amount
damages covering the cost of repairs plus 500 gp
Murder of a Lord, official, or noble: death
Using magic to influence a Lord without consent: IV. Crimes against Citizens
imprisonment up to a year, and fine or damages up to
1,000 gp Assaulting a citizen: imprisonment up to a tenday,
Using magic to influence an official without consent: fine flogging, and damages up to 1,000 gp
or damages up to 1,000 gp and edict Blackmailing or intimidating a citizen: fine or damages
up to 500 gp and edict
II. Crimes against the City Burglary: imprisonment up to 3 months and damages
equal to the value of the stolen goods plus 500 gp
Arson: death or hard labor up to 1 year, with fines and/
Damaging property or livestock: damages covering the
or damages covering the cost of repairs plus 2,000 gp
cost of repairs or replacement plus up to 500 gp
Brandishing weapons without due cause: imprisonment
Disturbing the peace: fine up to 25 gp and edict
up to a tenday and/or fine up to 10 gp
Murdering a citizen without justification: death or
Espionage: death or permanent exile
hard labor up to 10 years, and damages up to 1,000 gp
Fencing stolen goods: fine equal to the value of the paid to the victim’s kin
stolen goods and edict
Murdering a citizen with justification: exile up to 5
Forgery of an official document: flogging and exile for years or hard labor up to 3 years or damages up to
10 summers 1,000 gp paid to the victim’s kin
Hampering justice: fine up to 200 gp and hard labor up Robbery: hard labor up to 1 month and damages equal
to a tenday to the value of the stolen goods plus 500 gp
Littering: fine up to 2 gp and edict Slavery: flogging and hard labor up to 10 years
Poisoning a city well: death Using magic to influence a citizen without consent: fine
Theft: flogging followed by imprisonment up to a or damages up to 1,000 gp and edict
tenday, hard labor up to 1 year, or fine equal to the
value of the stolen goods
Treason: death
Vandalism: imprisonment up to a tenday plus fine and/or
damages covering the cost of repairs plus up to 100 gp
Using magic to influence an official without consent: fine
or damages up to 1,000 gp and edict

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25
DDAL08-01 The Map With No Names (v1.1)
Appendix 9: Fourth Location Clues

CNSRRBONIRUWMUTASSHROHED

FOUR AT A TIME. READ TOP TO BOTTOM.

ARRANGE IN SIX ROWS.

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26
DDAL08-01 The Map With No Names (v1.1)
Appendix 10: Magic Item Unlock
Characters completing this adventure’s objective unlock
this magic item. Once unlocked, the item may be
purchased once using treasure checkpoints. Once this
item has been purchased, it’s no longer available unless
later unlocked by other means.

Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an
action to expend 1 of its charges, and if a secret door or
trap is within 30 feet of you, the wand pulses and points at
the one nearest to you. The wand regains 1d3 expended
charges daily at dawn. This item is found on Magic Item
Table B in the Dungeon Master’s Guide.
By whispering a secret to themselves that they have
never told anyone, the owner can cause the tip of this
wand to glow with light equal to a candle.

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27
DDAL08-01 The Map With No Names (v1.1)
Appendix 6: Dungeon Master Tips
This adventure is designed for three to seven 1st- These values are updated at the conclusion of the
4th level characters and is optimized for five session.
characters with an average party level (APL) of 1. Each player is responsible for maintaining an
Characters outside this level range cannot accurate logsheet. If you have time, you can do a
participate in this adventure. quick scan of a player’s character sheet to ensure
that nothing looks out of order. If you see magic
New to D&D Adventurers League? items of very high rarities or strange arrays of ability
http://dnd.wizards.com/playevents/organized-play scores, you can ask players to provide
documentation for the irregularities. If they cannot,
New to the Annual Storyline? feel free to restrict item use or ask them to use a
http://dnd.wizards.com/story/waterdeep standard ability score array.
Point players to the D&D Adventurers League
http://dndadventurersleague.org/storyline- Players Guide for reference. If players wish to spend
seasons/waterdeep-adventures/ downtime days and it’s the beginning of an
adventure or episode, they can declare their activity
To DM an adventure, you must have 3 to 7 players—
and spend the days now, or they can do so at the end
each with their own character whose level is within
of the adventure or episode. Players should select
the adventure’s level range. Characters playing in a
their characters’ spells and other daily options prior
hardcover adventure may continue to play to but if
to the start of the adventure, unless the adventure
they play a different hardcover adventure, they can’t
specifies otherwise. Feel free to reread the
return to the first one if they’re outside its level
adventure description to help give players hints
range.
about what they might face.

Preparing the Adventure Adjusting This Adventure


Before you start play, consider the following:
When combat is a possibility, the adventure will
• Read through the adventure, taking notes of provide a sidebar that helps you to determine the
anything you’d like to highlight or remind yourself best mix/number of opponents to provide them with
of while running the adventure, such as a way to create an appropriate challenge. While you’re not
you’d like to portray an NPC or a tactic you’d like bound to these adjustments; they’re here for your
to use in a combat. Familiar yourself with the convenience and consideration.
adventure’s appendices and handouts. To determine whether you should consider
• Gather any resources you’d like to use to aid you adjusting the adventure, add up the total levels of all
in running this adventure--such as notecards, a the characters and divide the result by the number
DM screen, miniatures, and battlemaps. of characters (rounding .5 or greater up; .4 or less
• Ask the players to provide you with relevant down). This is the group’s average party level (APL).
character information, such as name, race, class, To approximate the party strength for the
and level; passive Wisdom (Perception), and adventure, consult the table below.
anything specified as notable by the adventure Determining Party Strength
(such as backgrounds, traits, flaws, etc.) Party Composition Party Strength
Players can play an adventure they previously 3-4 characters, APL less than Very weak
played as a Player or Dungeon Master but may only 3-4 characters, APL equivalent Weak
play it once with a given character. Ensure each 3-4 characters, APL greater than Average
player has their character’s adventure logsheet (if 5 characters, APL less than Weak
not, get one from the organizer). The players fill out 5 characters, APL equivalent Average
the adventure name, session number, date, and your 5 characters, APL greater than Strong
name and DCI number. In addition, the player also
6-7 characters, APL less than Average
fills in the starting values for advancement and
6-7 characters, APL equivalent Strong
treasure checkpoints, downtime days, and renown.

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DDAL08-01 Once in Waterdeep (v1.0) 1

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